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Post by Tarbal on Mar 30, 2008 2:31:26 GMT -5
so, how would everyone rate the classes....which classes are the most useful, most powerful, most sought after, and which ones are completly worthless and need to be completely scrapped? also think about the eq that is out there. which classes do you think need a major overhaul on eq and which ones have too much crap already?
#1. Cleric. prolly the most overused, overpowered, and just all around annoying class in the game. they are easy to run, easy to eq, and seem to be everyone's favorite.
#2. Bard. a solo bard is one BAD butt mug, if you know how to play them. they make decent hitters for groups, they used to be a mainstay for eq groups (still are sought after by many) and to be honest, i think i had tons of fun getting lost in bardic colleges for hours at a time. bards are just a fun class to play, imo
#3. Warrior. every here of an eq group without one? yeah, me either. (at least not often) lots of damage, ac, and hps go a long way! i think there could be a LOT done with the skillset to give warriors a little more diversity, but they are still the mainstay of an eq group (until grapple gets 'fixed')
#4. Mage. while not often requested for groups, almost everyone has a mage or dozen. a mage squad is the way a kid with no friends takes down mobs, they do a massive amount of damage, and who really cares if 80% of the mages in the database are maxed on deaths (hmmm.....maybe this could be a good reason to implement a 'perma-death' if you get to 128 deaths or something....hmmmmmmm)
#5. Ranger. like bards, they are often called on for help by eq groups, but not as much anymore. a fun class to play and very useful (track + pet swarm come in handy for mobs in areas that you really dont know well) and being able to tell when you are near a dt is always a nice little trick. and if you do dt...no biggie...just spend the next 12 hours making skins (which will cause the game to crash almost immediatly afterwards!)
from here, i think it gets to a little more personal preference than anything else.....
#6. Antipaladin. just fun...evil....wicked....unadulterated....fun. they look totally bad ass when decked out (see Maranta) and are not terribly hard to eq. they still need some help on skills, but overall, prolly one of my favorite classes to play.
#7. Paladin. not as fun as apal, but they work about the same. not awfully hard to play, basically a high level paladin is like having a low lev cleric and warrior in one, so it makes it kind of easy to solo, just lots of eq aliases (regen/damage)
#8. Thief. easy to eq, easy to solo, do massive damage with one hit, and kinda fun to play....WAY lacking in skills though.....
#9. Ninja. another class that used to be a mainstay of eq groups, now ninja are never asked for (stinking warriors) they are grueling to level, boring to solo, and really not all that powerful, but isn't it cool to just be a 'ninja'.....
#10. Sohei. ok, has there EVER been a use for these guys? ok...thats not completly true....they do have there uses...gates.....massive hps.....massive mana.....(both for short periods though)....and really a pain in the ass to run....i think that i speak for all soheis out there when i say 'help me!'
#11. Jedi. Surprisingly, the namesake of our mud makes the bottom of my list. very disapointing! sure, they can make decent tanks (orb + sanc = NICE) but they are not really called on that often....my opinion (if you want it) is that this should be completely revamped and made into a remort class. they should be given a meriad of skills that would make everyone want to be a jedi....but that is just my opinion....and it will never happen until we get far enough down the list of things to be fixed to get to this.....
so....like i said, this is all in my opinion, and i am sure many of you will disagree with 80% of what i say, but hell, i am bored....and wanted to start a fight.....
mike
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Post by Tarbal on Mar 30, 2008 2:31:56 GMT -5
holy crap.....i think that is my longest post ever.....
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Post by relantel on Mar 31, 2008 14:38:28 GMT -5
Good comparitive post. I can't match your length or class detail, but I can rank them for how frequently I play them.
1. Pal - have a 2-remort P29, a 0-remort P30, a 0-remort P19, and an IMM that ran up as a P. The 0-remort 30 has the best base stats, and I would be likely to remort. I like running Pal, specially in the low levels. The minor cure spells help quite a bit to go after mobs that would otherwise be out of range. Wonderful thing about the Pal, aside from the PFE, is the ability to be solo, without dying for a while, given the ability to be pulled AFK at any time with our four year old! The greater moves available to the Pal helps the long foot journey from Mid-NT-Sanctuary-Skara without needing a fly.
2. Mage. Ran two 0-remorts to M30, and remorted one a Bard. Have two more in the M25 range. (These are the nutcase range) Any more, they serve well as locating beacons. Working the two 25s up to 30, likely to remort only one of them. Sleep spell helps run Enfan before meteor swarm hits, at least as the big (4+ enfan rooms) are concerned. Mage is harder before disintegrate hits at 17.
3. Cleric/Light Jedi - these are tied due to having one major char of each - a C27 and a J28. I love the calm spell - and in addition, the Jedi can hit well, while still getting heal. Have a smatterings of 10-13s of each. Cleric has PFE, which most times makes calm unncessary. And the group recall for each is a wonderful thing when one forgets scrolls.
4. Warrior is slow as molasses to level, and have 0 remort W22 and W16. The 22 hits well, but I don't play it much.
Not enough play to rank: Thief (T9), Ninja (N9), Bard (B8), Sohei (S20), Apal (A15)
I spent some time this past weekend bringing several 2+ (real) year old level 1 chars up to 5-6-7 range. Some of it was for the fun of it, then some reminded me of the need of low-level eq for the 30s after they remort. I even *gasp* explored some areas new to me this past weekend... though I'll admit to exploring the areas with a 25+ char. Then I created a new char just to experience a char with NT as hometown. I had planned to do the same thing with another one in Skara, but haven't gotten around to it.
Long story short, I've found ways to try new things in new ways that adds a different aspect of the game. Sure beats the several months at a time in cryo that I had been doing.
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Post by Maranta on Apr 2, 2008 22:59:21 GMT -5
Well posting is slow, I had hoped to add my thoughts after more people had spoken but with the game up thats not going to happen anytime soon.
I've ranked them according to my thoughts on the most useful classes in all manners. Some rankings will look odd but its my opinion. If you disagree, feel free to post some commentary on any or all classes.
#1. Cleric. Overpowered even before it was possible to go beyond 18 stats. Extremely low cost, high damage spells with a natural damage bonus and a second bonus for wisdom that lets them go toe to toe with a mage by being able to soak up heavy damage while healing and dealing slightly slower but no less impressive harm. Average hp, very high mana and capable of sporting insane AC from an array of spells and also while using heavy metal armor. Very easy to equip, and even easier to play. Mandatory for any major grouping, no other class can even hope to compare despite claims to the contrary.
#2. Mage. Cheap, beyond easy and still quite useful even in today's less than friendly JediMUD. Every bit as overpowered as clerics but with higher costing spells. Low hp but incredibly high mana and devestating spells of numerous varieties. Very easy to equip as well. Also capable of one of the most devestating eqgroup alternatives with a group of equipped charmies and two grapplers while maintaining gates across the world.
#3. Warrior. Your typical meatwall and the backbone of every major exp, eq and quest group. Typically painful to run but beneficial upon completion. Huge hp, above average ac and massive physical damage. Also the one of the two classes capable of the current "stun" rendering all active procs useless: grapple.
#4/5. Ranger. Interchangable with bards as far as I'm concerned. After repeated nerfings, reduced to glorified sac and search&destroy quest runners. Above average hp, by far the worst mana gains of all 8 magic using classes. Skillset is awkward and out of date but skinning makes for incredible damage if the skins can be maintained. Capable of grappling like warriors but take far more effort to equal warriors damage wise and therefor left out of most groups. Get an unstable period in the game and the going gets rough. Aside from skins, most of their equipment is leftovers leaving them with a moderate damroll and twice as much exp needed to level.
#4/5. Bard. Again, reasonably interchangable with ranger. Easy enough to play with a little practice, comes with their own complete set(and them some)of equipment and even a private zone wherein to earn it and learn their skills. Great for groups and solo with both above average hp and mana. By far the better skillset of the remort classes, bards have still suffered nerfing and are more or less lumped in the same category as rangers. They can and do run the exact same mobs with the minor addition of the bardic college and use the same leveling styles as rangers. But being able to rent their good equipment makes them easier to play by far.
#6. Ninja. Surprised? Well in terms of usefulness, they still outclass the remainder. Average hp, absolutely horrible skillset and one of the worst two classes to level along with sohei by any means. Simple to equip however and actually easy to play, just incredibly boring and frustrating.
#7. Anti-Paladin. Favorite class by far but one of the least useful outside of solo fun. Above average hp and mana, easy to equip though some slots are still lacking good items. Extremely dangerous skillset but lacks any and all major grouping abilities. Takes a bit of getting used to but one of the most self-sufficient classes in terms of defensive spells.
#8. Paladin. Not a lot of difference between them and their unholy counterparts aside from a few skills and equipment. Still easy to play, same gains as antis. However the same problematic skillset exists in which they offer major groups no incentive to be taken along. Even if grapple was "fixed", they'd still be left behind.
#9. Thief. Simple, easy and deadly. Unforunately also boring, repetitive and forgotten. Best described by the following: 'Knife goes in, guts come out.' Average hp again and with by far the smallest skillset. Aside from picking a few doors or treasure chests for free gold, they have zero use in the game whatsoever. Easy to gear, easy to play and actually pretty fun in a group. Two or three grouped can do mind-boggling damage to exp mobs but utterly useless to eq/quest groups.
#10. Sohei. Barely better than Jedis and only because once leveled they have unlimited mana as long as drainable mobs exist. Skillset is a joke, no group skills yet again. Average hp and mana, fairly annoying to play until the high levels then it just becomes repetitive at best. Equipment is mostly a bad sampling from warriors and mages with nothing unique or impressive.
#11. Jedi. Yup, the class that gave the mud its name is ranked last in my book too. Simple enough to equip at either alignment and with several(but not nearly enough!)class-only items sets them above other classes but only in this regard. The Jedi skillset is a watered-down version of the novels and books with very little setting the two sides apart. Average hp and mana but requiring more effort to play. Orb and heal are their only group skills rendering them limited tanks at best, dead weight at worst.
The money pouch is getting light but here's two coppers for the pile,
-Maranta/Ken
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antrus
Junior Member
Posts: 66
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Post by antrus on May 4, 2008 12:41:16 GMT -5
Rather than most useful, I ranked mine on most fun to play! 1. Sohei--- GASP! OMGWTF?!? These guys are an absolute joy to play once they hit level 27 in my opinion. "Unlimited" mana, easy hp(energy drain), and a wide assortment of eq. You can easily deck them out in crappy mregen gear, or you can throw on your pimped out damage set and solo a wide variety of things once you've beefed up on hp and mana. I'm kinda sad we don't see more of these in groups. Whats better than a 1000hp disarming tank? They can be used in so many diferent ways; charmers, gate-walkers, spell casters, teleport machines, pipehitter, tank, etc, etc. now back to the normal order of things: 2. Cleric--- probably the most versatile class in the game. Offers a wide variety of ways to run. You can be one of the l0s3rs that groups with people and heals a tank(who wants to hang out with other dudes anyway... lame!). They're easy easy easy to run solo(probably too easy) with quake/call lightning/harm(for those hardcore clerics). They're essential to (almost) all eq/quest groups and are fairly easy to equip if you have decent age and can toss a few remorts to mregen. I enjoy running them because of all the different things you can do with them. Wanna knock off a few mil xp in a few hours while being mostly afk in another window? Go for it in the goblin caves! Want to deck out a char in damage gear and still be able to heal and buff yourself? Cleric is your man! Enjoy grouping? Clerics probably the easiest class to get invited to a group with! Yay for clerics, except the neutral ones. 3. Warrior--- Another essential class for anyone wanting to get involved in an eq/quest group. Aside from typing grapple every two rounds until your head explodes from sheer boredom, these guys can actually be pretty cool! You can really do quite a bit of different things with this class. Deck your guy out in +hp gear and annoy clerics by asking them to restore you instead of heal! I enjoy seeing how low you can get their AC and how little you can make them hit. And then there's damage, there isn't a single class that can kick as much ass(physically) as a beefy warrior... double hit, weapons knowledge, and a boat load of +damage gear makes for some good times in my book. 4/5. Antipaladin/Paladin--- I'm going to piss some people off here(Maranta) and put these two dudes together! These are probably my two favorite classes to level, they've got arguable the best set of skills(i'll give the nod to apals), but still aren't that useful to eq groups/quest groups. Aside from that, they're totally awesome to run exp with. Apals are pretty easy to hit pretty freaking hard with, and once they get aura of darkness and sanctuary are pretty much a non-stop exp machine. Paladins have several nifty skills, my favorite being lay on hands. It's a very useful skill if used in the right situation(aka healing in a !mag room). I don't really agree with the permanent 1000 align thing, but hey... its fun to run around not giving a rat's ass what you kill. 6. Bard--- I enjoy running bards once they get to the higher levels. They're fun on many different levels, they can hit hard(especially with illusion), they make decent tanks from my experience, and are (at least by me) one of the most sought after classes for quest groups. The debuffs are awesome, and who doesn't enjoy getting some hard hitting pets and running a few mil gold an hour? 7. Mage--- I can't say I enjoy this class.... at all. But they do have their uses. I think its cheesy, but yeah, I've got a mage squad that run around like looneys naked and screaming NEE at big statues. They're fairly easy to equip and are easy to run solo. Not much use in groups(unless you get one with high hp). I find them pretty boring, unless you're running it to remort to bard or ranger! speaking of... 8. Ranger--- Petspam, petspam, petspam, thats about all you ever see people do with rangers, which is pretty boring in my book. Skins are sick if you can get a good set and actually manage to do it on an uptime that lasts a while. With a set of skins and decent hp, rangers can make pretty devastating tanks(if you can get dodge to last more than ZERO rounds). I think theres a lot more that could be done with these guys to make them more essential to the game(besides just fumble... which most people don't even use anymore because of grapple). 9. Jedi--- I tend to get bored running xp on these guys, but from what I've seen of the high level ones, they can actually be pretty useful. A unique set of skills allows them to charm, locate, summon and track! They can use a wide variety of eq, and in my opinion the lsaber is awesome. With orb+decent ac+sanc they can make for incredible tanks, but for some reason they just aren't very much fun to most people 10. Thief--- easy easy easy easy to run. Backstab is devastating damage. BUT these guys are incredibly repetitive and extremely boring. You can do a total of maybe... three useful things. Pick locks, steal eq back from mobs that fido/loot, and kill the goat in doom. Sure its fun to see how much damage you can dish out in a single backstab, but aside from that its like masturbating with a cheese grater... slightly amusing, but mostly painful. 11. Ninja--- While they can still be useful in quest/eq groups they lack any other skills(disarm...meh) that make them useful to an ordinary group. They're an absolute dread to level, and they smell like poop. Could be an amazing class with the right skills added.
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Post by AirIIDII on Jul 12, 2008 18:54:18 GMT -5
No way evil jedi is the best!
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Tam
Full Member
Posts: 170
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Post by Tam on Jul 15, 2008 10:00:19 GMT -5
I just thought this would be fun to reply: cleric Yes, I love my clerics. When I'm in a stress-relief mood where I need to see something blow up, I don't turn to mages. I turn to clerics. There's nothing like a small "act of God", knocking piles of goblins back and forth in their little cave, to brighten one's day. Additionally, they might not have the damage dealing ability that other classes have, but what's not to like about gobs of defense? paladin I'm honestly not even sure why I like these guys as much as I do. I -hate- the fact that one of their abilities got indefinately shelved. I -hate- the fact that one of the skills I designed is not only broken but nothing like what I envisioned. Still, I kinda love the way they balance out. They can deal decent amounts of damage, have some useful spells and I dunno. I guess they're not real complicated to figure out. They're a nice step up from a basic class like thief, for a n00b such as myself. antipaladin Oooooo eeeeevil. My first character was actually an apal. So I guess they still hold some special place. I think these guys are by far, the easiest to basically equip and by far the nastiest to equip if you have the gear. At one point they could deal the most damage per swing in the game. Might still be the case. I also agree that they look, by far, the coolest. And yes.. I'm still one of those relics who insists on using that lovely pole-arm created from maiming that friendly guy at the bottom of the abyss. Anyhow, much like paladins, these guys can deal lots of damage, have an assortment of skills and aren't really that complicated. warrior And there are just some days that you want to break things. Happily walking down to the statue of Obi and double-annihilating it, somehow makes me happy. No, it's not that I'm tearful over the loss of Johns Hopkins. Sometimes you just want to beat on something. Skillwise, what can you say? They're the meatwall. No, these guys didn't get the facelift they completely deserved (that would have resulted in about a half-dozen "types" of warriors) but maybe some day. ranger I have no idea how rangers fell to the role they have. It's sort of saddening. They used to be (and still could be) one of the more nasty classes, combatwise. They can deal just about as much damage as a warrior, can drop their ac to similar depths and they dodge (in case the ac wasn't enough). The only thing I completely detest is the skin bug, which should have been fixed years ago. Skillwise, they're all around useful. They can serve as support, they can serve as leader, they can serve in combat and heck.. they have one of the most powerful skills in the game, in fumble. jedi Gaa... hating on Jedi? I have to agree with Air on this one. If you trick out a Jedi right, they can be pretty nasty. There's nothing like Orb + Sanc to drop you to 37.5% damage taken (providing it gets past a rotten ac) in a turn. Plus, how many classes get a "reasonably obtained" 10d3 weapon? Granted, you have to make a choice of whether your Jedi will be a damage-dealer, spellwise or if he'll be a support character, spellwise. Still, when you see a Jedi solo the Independence George Bush, it's pretty interesting. thief Sorry.. boring. Backstab, sleep. Backstab, sleep. What ever happened to stealing? You don't get experience from it. Grump grump. I dunno. Yea, these guys are nice in a group (circling), they're nice for picking locks and they can be quick killers. On the other hand, they bore me to death. mage I don't hate mages. I really don't. I think "thermonuclear holocaust" is just plain stupid. I think it's kind of rough that the concept of death mages can exist. I think that in some ways it sucks that they can reduce the size of the mud to (as steppin put it) "a pinhead". At least that's been toned down a tad. I guess what I really dislike about mages is they aren't what they could be. How many eq groups gossip "seeking mage!"? Why? Who needs some guy standing in the background casting lethal spells whenever you can just go grapple-happy? *sigh* And I just won't go into the 150 skills and 6 subclasses we wrote for them that never went in. bard "Bards suck (tm)." Just because. They get their "special playground" that no other class does. They get a spell that -turns people to stone-. What -musician- can do that? Inspire, sure. Fly, I guess sometimes music can make you feel light. Hopeless, yea music can do that too. Turn someone to stone? That's a mage's job or some "act of God". On the other hand, bards do one thing really well. They die. Has anyone else had to kill their bard over and over to stay in the right college long enough to get your signets? sohei Am I the only one who gets bored out of his mind with this class? Yea, the unlimited mana thing (idiotic as it is) is sorta entertaining at times. On the other hand, they have -no- substance and -nothing- to do with what a sohei is. I really liked playing sohei, kensai and ninja in D&D because they were exactly what their lore described. It was fun. On jedimud, they're basically reduced to a "fighter mage" with one skill of their own. ninja *sigh* This class could be so cool. Stealthy assassins, adept at not being seen, killing an enemy with the poke of a finger and gobs of espionage skill. What are they on jedimud? Guys who keep you from being bounced out of a bar. Stun is ok. Critical hit is ok. Otherwise.. bleh... boring to level, no uniqueness and worst of all, don't do justice to the concept of a ninja. I guess I was supposed to number these but well.. they're in order
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Post by Dank on Sept 8, 2008 18:37:42 GMT -5
the top five classes you ask? ask no more! here is the definitive list, for those of you new to jediMUD, or simply for those of you who have small IQs and are looking for direction...
a brief explanation:
FQ: the fun quotient is simply the joy that one encounters when balancing class positives and negatives. it's the pure game experience that can be derived from playing the class.
IQ: the intrusion quotient is how often other players bug the poop out of you when you're just idling about trying to identify the latest newbie gear posted in the shops. can you hlep em please?
(1) The Cleric
running as a gnarly tank or spellcasting tornado, this crazy-ass over-powered pc will provide you with years of pac-manning joy, and with enough remorts, can solo damn near any big-eq mob you desire, with a little help from a debuffer. you can't lose. you kill poop. you heal yourself. you move on. equipment selection is vast: in fact, the record for the lowest AC was set in 2008 by a neutral cleric. clerics are generally smart, know mob patterns, understand group strat dynamics and the like. look to a cleric for big eq databases or hidden paths. they rock. there's a reason why every player wishes they owned a 300-year-old perf C30. the EQ/XP group was invented with you in mind.
FUN QUOTIENT: 10/10 INTRUSION QUOTIENT: 9/10 (glow? resurrect? stone?)
(2) The Bard
You have to be smart and persisitent to play a bard. If you are, then you will be rewarded with an amazing array of wealth and power from your lifetime of play. Great array of skill sets, good blend of buffing and offensive skills make this one of the most fun and rewarding classes to play, at all levels. The college insures that you'll never get bored grabbing mindless xp. The special bardic eq is really cool and worth the hassle of kissing clerical ass. your debuffs make you super valuable to EQ/XP groups.
FUN QUOTIENT: 10/10 INTRUSION QUOTIENT: 8/10 (can i get a quick fly?)
(3) The Ranger
If you had to be smart and persistent to play a bard, you have to be doubly smart and persistent to play a ranger. Sure the XP tiers are double those of mortal men and the penalties for dying are then twice as painful. But you're smart and persistent and you know the way... typically these remort players are the best and brightest of the mud. Or the most insane. Look to a ranger when you need a crash run or a holiday quest part. Rangers are fun, especially when you get a 12 round dodge. Equipping a ranger can be a meanie, but if you get a few remorts under your belt, you can skin yourself an amazing set of eq. having grapple and fumble makes you fairly valuable to EQ groups.
FUN QUOTIENT: 9/10 INTRUSTION QUOTIENT 2/10 (fumble please?)
(4) The Antipaladin
I don't know why, but I loved playing an apally. Decent combination of buffs and offensives with a nice smattering of bizarre skill sets like underhanded tactics. Good selection of equipment and plenty of annoying goodie-two-shoes zones to lay waste to. People generally leave you alone, but hell, who needs them anyway? You can run an apal to 30 pretty quick solo. A little slower than Paladin, but playing a character that TJ played for 20 years just seems boring by comparison. I guess they're the closest things to medieval pirates, and seriously, who doesn't like medieval pirates?
Anyway, I list them because the other six classes kinda suck, including the brain-dead warrior classes (I mean, you need an IQ of 10 to play them and/or telnet 1.0) and the horribly nerfed pseudo-casters like jedi or sohei which apparently were pet projects that never were finished in 1992.
FUN QUOTIENT 5/10 INTRUSION QUOTIENT 0/10 (rofl--i mean, what could they do for you?)
(5) Mage
Stupid dumbass mages. I can't stand soloing with them. But two words put this hapless, wastoid, low hp class into the top five:
Nuclear Skills
Enough said. Try them in the Goth Camps after you attain Fission Bomb. You'll never go back to Cleric again. Soheis? Eff Soheis. Jedis? Eff Jedis. They're just confused mages with debilitating learning disorders.
Hang with >25lev mages. Cool crowd. Prolly the coolest on the mud. These guys have 30 WODding mages that they can roll out in a moment's notice, destroying any mob known to mankind in a gate-chaining buzz-saw of death. These are the uber-eq guys. Be like them. Worship them. All brought about by the mage class. Smarter than cleric or bard players, these guys know DOOM, how to win at gauntlets and all manner of cheats, hacks and shady marginal tricks.
You're a winner now. One of the L33t. Kiss yourself, you've won.
FUN QUOTIENT: 10/10 INTRUSION QUOTIENT: 4/10 (Locates, Enchants)
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